Jan 2, 2022
Trepang2 - wilsonTrepang
2021 was a crazy year.

We made a ton of progress with the campaign and weapons (we're super excited to show more soon). We made a pretty cool announcement trailer in the summer and almost doubled our followers on YouTube and Twitter.

We also ran into a ton of bugs along the way....



On the bright side, we've fixed most of those issues and we'll be ready to show off some cool updates soon :)

Thanks so much for your support this year, it means a lot to us. From spreading the word about the game, sharing your input via comments or discord and posting videos of the demo, it provides us a lot of encouragement and inspiration.

We weren't able to share as many updates as we wanted to in 2021 because of how crazy our schedule was, but we're making plans this year to be a lot more active our community. You guys matter a lot to us and you're the main reason we work so hard to make this the most awesome (and ridiculous) game we can.

See you guys around soon!
Jan 2, 2022
Intravenous - sрy
Hey folks!

This small patch fixes an oversight on my part. If you've recently purchased and played the game for the first time, I recommend going into the options menu, finding the "Tonemap style" setting and changing it to "Filmic". It was supposed to be that on first game launch, but I overlooked something, so it always started with the "default" tonemap.

Version 1.3.5:
- first-time game launch now uses the filmic tonemap

Don't forget to report any issues you encounter in this thread!

You can also join the official Discord server!

Thanks for reading, hope you're enjoying the game!
Warface: Clutch - Runabel


Soldiers!

The winter season goes on in Warface. Are you already taking part in the event "Winter Fiesta"? If you don't, hurry up to participate. Cool rewards are waiting for you. Get them all!

About "Winter Fiesta"

"Winter Fiesta" is a large-scale festive event where you can take part and receive a themed skin, weapons and much more! Everyone can participate in the event that is integrated into the game. All tasks can be tracked and completed without being distracted from the game. Complete special contracts and receive additional event currency. Play on the themed maps, gain currency, spend it on crates in the event shop, and earn cool new items!

Especially for the event, we have updated several festive maps (Xmas Hangar, Xmas Oil Depot and Krampus Town). We have reworked certain objects on the maps and created an even more festive atmosphere! Gear up with thematic winter equipment and arms, rush into battle and have fun on the updated maps!

Rewards of the Event

Main Rewards

There are three main prizes in "Winter Fiesta" - the Crystal Karambit, the Crystal Grand Power SR9A2 and the OTs-14 Groza. The main reward scale features three elements. By reaching the first milestone on the scale, you will receive the Crystal Karambit, followed by the Crystal Grand Power SR9A2. And by filling the scale to 100%, you will get the OTs-14 Groza.



"Valkyrie" Weapons

The frames of the "Valkyrie" guns are decorated with beautiful geometric patterns in bright colours that will remind you of the winter cold.



Agent "Valkyrie" Skin

The Valkyrie Medic Suit appeared in the game with one of the previous updates, and now you have the opportunity to get it in "Winter Fiesta"!



Festive Items

Get festive items - snowballs and Christmas Grenades. Leave Christmas Gift Boxes for your opponents in unexpected places, and revive the festive spirit with the Gingerbread Gun! Think it's sweet and harmless? You have never been so wrong! In close combat, this culinary work of art will blast your enemies into kingdom come!



Cards for Crafting

Have you been looking for ways to replenish your armoury with ice-cold weapons? In the "Winter Fiesta" event, you can get crafting cards for arms of the "Glacier" series. Top up your collection of guns and rush into battle for new victories!



Learn more about the event

Discuss on Discord
Discuss on Facebook
Jan 2, 2022
Cyberfrags '69 - Dayeed
Happy New Year Fraggers! Here's a list of all the changes that happened over the Holiday! All these updates are posted live on the Discord ( https://discord.gg/Z2mJcmJGRR ). Make sure to join us so you see all the updates as they come out! Plus, our little community runs events and announces when they're playing PvP!





12/20/2021
Hotfix!

Shell-Outa-Dodge was bugged, now it's not. At least, not this way.

-Dodge was broken, and it was made dramatically worse when framerate was capped. Added a 200ms cooldown on dodge to fix this.


12/20/2021
New update!

Bugs, Balance, and VFX!

-Fixed issue where weapon-swapping broke the Shell-Outa-Dodge
-Shell-Outa-Dodge now dashes you forward if you aren't pressing any movement keys.
-Hopefully fixed -1 grenade bug. Also introduced a 200ms delay before another can be thrown.
-Increased rate that Capt-Hook's grapple fills temp-meter

New tracers! I think I accidentally released this bit last night but whatever:

-Tracers are now longer, brighter, and fuckin nuts looking. The big fuckin shotty in particular, if you thought it was scary before... You'd best wear your brown pants. It's tantamount to psychological warfare at this point.




12/21/2021
New Update!

Bug fixes and a new map!

-Hopefully fixed issue where scoreboard would get stuck on screen. again.
-Added a short delay at end of single-player levels on repeat playthroughs. When this happens it displays the time it took for you to complete the level on your gun. This will move to UI later, it is just a fast way of getting something out for the speed-running folks.
-Check out the new map "Fight Dome" in Classic modes! (TDM, FFA, CTF)



12/21/2021
Quick Update!

Bug fixes, improvements and tweaks.

-Fixed issue where players could fall through floors under checkpoints in single-player
-Fixed issue where 0 key was selecting weapon 11, not 10. (Must have forgotten computers count from 0 lmao)
-Player models are no longer outlined in their team color after dying.
-Adjusted Fight Dome to block off some sight-lines and added launchers to the bottom of the center-pit.



12/21/2021
Hotfix!

Fixed single-player level 2

-fixed some holes and issue where you couldn't finish last room.



12/21/2021
New Update!

Balance changes and bug fixes.

-hopefully fixed issue where players can break the Shell-Outta-Dodge. 8-millionth time's the charm?
-Slightly increased Sammy rate of fire
-Slightly increased Shell-Outta-Dodge rate of fire
-Slightly increased heat-per-shot of Shell-Outta-Dodge. Now has 6 shots instead of 8.
-Increased the vertical portion of melee hit-detection. This should hopefully make melee more consistent.

P.S.A. FOR AMD USERS!

It turns out that CF69 works best in DX12 on AMD GPUs (I'm not sure about all AMD GPUs. Definitely the 6000 series, and I assume the 5000 series). Use the launch-option "-d3d12" to switch from DX11. I'll see if I can add this as an option in settings in a future patch.


12/22/2021
New Update!

New crosshairs, bug fixes and stuff.

-Overhauled the crosshair system. Each gun still has a unique crosshair that can't be wholly changed. They are now animated while firing, and players have the ability to scale both the radius and sprite-scale in the settings menu.
-Fixed bug in level 1 where kill-floor in the 2nd to last room wasn't killing players.
-hopefully fixed issue where teammates would appear red, not blue.
-Fixed issue where FoV behaved oddly when swapping weapons and aiming.


12/22/2021
Quick update:

bugs, why is it always bugs?

-So I figured out the stupid team-color bug. My failsafe inexplicably decided to stop working! Adjusted it so that shouldn't happen anymore.
-Slightly adjusted gunshot sound for Shell-Outa-Dodge
-In FFA, top score and your score now display in bottom-left of HUD.


12/23/2021
New Update!

Map re-work and some optimizations.

-Reworked "Courtyard" to have more visual-interest: added moving platforms and gave it a vaguely "factory" look. So that's it's new name, "Factory"!
-Adjusted how blood spatter is spawned. Overall there will be a bit less blood, and it shouldn't "stack" underneath the enemy, which is where the majority of the performance hit came from.
-Adjusted lighting in "Hangar" so it's more performant.


12/24/2021
Quick Update!

Bug fixes:

-Increased scale of combat triggers in single-player so they hopefully can't be skipped with the singularity
-hopefully fixed rubber-banding and broken physics on the platforms in Factory, will require more testing in high-latency environments. If they're still broken, I'll patch them them to be static so they're not broken over Christmas, since I might not be able to patch it then.
-Deleted spawn points over death-zones in Factory (whoops)


12/25/2021
New update!

I couldn't help but work a little between holiday stuff

-Private lobbies! Private lobbies won't show in the server browser and are invite/friend-join only.
-Joining friends via steam should now be enabled! (at the cost of my loading screens and gain of proper intro videos... it's a long story)
-Some fixes in Factory.
-Factory added to the Co-Op wave-survival list.


12/26/2021
Hotfix!

Bugs can be interesting sometimes... right?

-Fixed an issue where players could trigger two combat encounters at once in level 2, causing all sorts of fun malfunctions.


12/27/2021
New Update!

Was working on the next single-player level (something in the cyber-net) and I wanted to slide indefinitely down long slopes. This means losing the arbitrary time-restriction that I had in place, and implementing some other restriction so slide can't be abused on flat ground. So here it is:

-Slide now has negative acceleration on flat ground and upward slopes. Flat ground decelerates at -5m/s/s and up to -50m/s/s depending on the steepness of the upward slope. Slide ends when player dips below walk speed of 10m/s.

While at high velocity this significantly extends slide-time while on flat ground, but shortens it if you were already fairly slow. Just as before, downward slope accelerates, allowing for indefinite sliding if you manipulate it well.

This also makes it so the only way to seamlessly maintain 35m/s over flat ground and upwards slopes is to wall-run, which has no acceleration.

Also smoothed the camera during transition from standing to sliding, no more instant camera shifts.


12/30/2021
New Update!

Sorry for the relative radio-silence. Level 4 has been slow-going, it's a very different head-space from designing multiplayer levels/mechanics. In an effort to shake things up for both myself and you fine folks, I've made a new game-mode!

Gun Game!

-Frag it out with all the guns, one at a time. Kill enemies to swap weapons, be the first to get a kill with them all to win!
-A classic mode for the classic maps! Can be played on any map you could play FFA, TDM, or CTF.

When ya'll find the inevitable bugs, let me know in the bugs channel and I'll figure it out!


12/30/2021
HOTFIX

-Fixed issue where players wouldn't start with the default gun in gun-game


12/30/2021
Quick Hotfix:

-fixed issue where weapon temp would not reset on weapon swap in Gun-Game.


12/30/2021
Quick Update!

Fixes and tweaks.

-Added 500ms (1/2 second) of spawn protection
-Fixed issue where respawn menu would appear in main-menu
-hopefully fixed issue where opening menu would sometimes reset respawn timer in Co-Op
-Fixed issue where players could level up infinitely with the tutorial.


12/30/2021
Hotfix!

Fixed issue causing players to not be able to respawn after opening menu while dead.


1/1/2022
Happy New Year Update!

New shit, wild shit, and tweaks.

-Grenade and melee kills now set opponent back a gun in Gun-Game
-Hit markers are now handled on HUD and are scaled with crosshair settings.
-New gun! The flatliner is an old gun that got the boot, but is now back and completely re-worked. Swap between vertical and horizontal fire-modes, firing a line of 5 mid-speed projectiles.
-Another new gun (kinda)! The Big Fuck-Off Gun is completely overpowered, and can't be unlocked. It allows you to hover and fly at a speed of 25m/s at no cost. You can just do that. It shoots explosives with a large radius and huge damage output, with no temperature increase. Yes, it's broken, overpowered, janky, and any other adjective you can think of. You can grab it from a pickup in CTF, FFA, and TDM in maps: Orbital Station, Factory, Cybernet Citadel, Plaza, and Fight Dome. It spawns after 3 minutes of play in the center of the map, and only spawns once. This may be temporary, but I didn't feel like keeping all the fun to myself lol.


1/1/2022
Quick Update!

Fixes and Tweaks

-Fixed issue where The Big Fuck-Off Gun pickup would de-spawn after 10 seconds like regular pickups
-If player is using The Big Fuck-Off Gun, they will no longer drop a weapon pickup for it on death. One-time use only.
-Made the reticle for the Flatliner better represent how it fires.
-Slightly adjusted attenuation for Gunfire and Explosion sounds.
-Flatliner sound just didn't have enough ass in the bass. It's got more now


1/1/2022
Update!

Oddballs!

-New game-mode: Oddballs! grab the giant floating ball-sack and keep fondling until you've won!

-Also hopefully fixed issue where players would start with chosen gun in gun-game when joining late.


1/1/2022
Quick Hotfix!

quick fixes

-Fixed issue where names in kill-feed show pink in Gun-Game and Oddballs
-Fixed issue where Oddballs played happy sound when enemy picked them up.
Make Her Cum - Fartman
Hey pervs,

For the first update on the year, we have added 2 new girls and 2 new sets of clothing.

Arra: a busty lady eager to let you play with her. She is an adventurous character, one that is willing to try almost anything as long as you pay attention to her body language



Victoria: thick, with large breasts and a huge ass, Victoria is here for some fun too. She is a bit picky, so you need to be very careful with your toy pick and when you use them.



Improved girl selection UI so it should work on any resolution.
Lawnmower Game: Pinball - Valkeala Software
Steam store page now available for Finnish language
Jan 2, 2022
Hope Trigger - adisagamestudio
Feature :

1.Add debuff accumulated value, it means the attack of the hindering effects must be accumulated to a value in order for the target be getting a debuff.

UI adjusted:

1. Add the information of poison and stun resistance in the note.

2. The color of the message words on the arrival of the ingredients changes to green.

3. Add a confirmation window before cooking.

Bug Fixed:

Some message window does not close, when the UI has closed.
Jan 2, 2022
Gedonia - Oleg Kazakov
Hello everyone! The game was just updated with version 0.49a

  • I've finally replaced children models, which I've been using as a placeholder since like 2019. They've been crude and ugly, and a bunch of youtubers made fun of them, putting them on their thumbnails and stuff like that. Now, new models are great, and children look very cute.
  • I've changed camera controls, now it only rotates the character if he is moving around. This is an industry standart, and not making this for so long was a huge mistake.
  • New crafting type was added - weaponcrafting. Originally I was thinking of making weapons obtained only through world, but the drops were a little inconsistent, which created situations where players used low-level weapons in much more high-level zones, just because they couldn't find better weapons. This crafting is used to improve this problem. Weapons there are all with bonus health and are a little weaker damage-wise, so you still need to find weapon drops. Epic weapon crafts might be added in the future.
    Also Added trees that can be chopped in the zones to get wood resource.
  • I've nerfed flying skill a little, and changed its mechanics. Now it requires more mana, and it's a little harder to drink water during flying because of it's changed mechanics, although it's still possible. Flying also has lower speed on lower levels of the ability.
  • Enemies now have AI that predicts player movement, which makes it harder just running it circles around them without getting any damage. The amount of prediction also not the same for all enemies, agile enemies do it better than huge brutes. Prediction amount increases with difficulty.
  • Added an interface option to hide battle ui when you are out of battle
  • Fixed knockdown animation breaking for enemies, when it was overriden by simpler animation
  • Skeletons and abominations health and damage scaling was rebalanced, now skeletons are weaker on higher levels, and abominations are stronger
  • Magic overload mana price increased on level 3, magic overload now gets additional bonuses from intellect stat, which makes it much weaker for lower int characters
  • Fixed bark and thorns scaling, it doesnt get magic overload bonuses now, but scales off player level a little. Fixed bug with its duration resetting
  • Poisons now deal damage faster, and last less time. Also poisons now scale depending on players level
  • Dual daggers attack animations now correctly scale of attack speed
  • Bow shooting speed now correctly scales of attack speed
  • Magic casting animations now scale of attack speed
  • Focus the element buff with beast element now doesn't scale of magic overload
  • Beast attack damage scale was reduced on higher levels
  • Fly attack damage scale also slightly reduced
  • Dual weapons damage reduction is increased from -20% to -33%
  • Stamina and mana amounts were decreased by about 20% on higher tiers of armor
  • Ground slam with 4 strength now ignores enemies collision while falling, which makes it easier to use. It also requires less stamina to do
  • Enchanting weapons (by crafting) now works correctly with bows
  • You can now add alternative armor improvements with blacksmithing hardening, called enforcements
  • Werewolf now scales off magic overload betterm but its mana consumption is increased, if magic overload is applied
  • Focus the element crit damage is now 150% instead of 200%
  • Arrows are now bought in packs of 5 or 3 for the same price instead of 1 arrow
  • Blood demon now uses blood spikes skill
  • Blood spikes skill now has internal cooldown for causing effects on enemies or the player, which makes it a little less overpowered but still powerful
  • Execute wont trigger when you are in werewolf or blood demon form anymore
  • Swamp demons speed decreased
  • Homing stone has 2 minute cooldown now
  • Fixed few small bugs and issues


Thank you for your support!

Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

I also plan to stream Gedonia development on twitch sometimes, so you can follow me there
https://www.twitch.tv/kazakovoleg

Check out our social media links:
Jan 2, 2022
Space Extra - Molun
Made some critical changes with talent points.
You should now be able to save and load your game again.
Retro Three Kingdoms - retrorep
The Siege of Chang'An Fortress will be started after a week because an error was occured.


The military that wins the Siege of Chang'An will be awarded RTK-Points worth a total of $3,000 in prize money.

Method: Give RTK-points (1/N) rewards to the members of the army that won the siege.

(1) When the first siege was captured on January 9th (RTK points worth $200 to members of the occupying force, plus RTK-points worth $100 to lords)

(2) When the second siege was captured on January 16th (RTK points worth $400 to members of the occupying force, plus RTK-points worth $200 to lords)

(3) When the third siege was captured on January 23rd (RTK points worth $600 to members of the occupying force, plus RTK-points worth $300 to lords)

(4) When the fourth siege was captured on January 30th (RTK points worth $800 to members of the occupying force, plus RTK-points worth $400 to lords)
...